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Difference between revisions of "Sandbox/Summer 2019 E-3"

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E-3 is not a difficult map (merely tedious), and the shiplock only applies on Hard Difficulty. Nevertheless, there are multiple phases to the map that must be tackled sequentially.
 
E-3 is not a difficult map (merely tedious), and the shiplock only applies on Hard Difficulty. Nevertheless, there are multiple phases to the map that must be tackled sequentially.
  
 +
===Preparing for E-3===
 +
 +
E-3 will require you to be well prepared in terms of Interceptor equipment, anti-installation equipment and specific ships that will help you turn the tides of battle more easily for the higher difficulties. Below is a list of important questions you may want to ask yourself prior to deciding upon what difficulty to challenge yourself with.
 +
 +
#Do you have plenty of anti-installation equipment that includes [[Type 3 Shell]]s, [[Type 91 AP Shell|AP Shells]]s, [[Type 2 Ka-Mi Tank]], [[Daihatsu]], [[Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines)|Daihatsu with Type 89 Tanks]], [[Shipborne Model Type 4 20cm Anti-ground Rocket Launcher]]?
 +
#Do you have more rare anti-installation equipment such as the [[Toku Daihatsu Landing Craft + 11th Tank Regiment]] amd [[M4A1 DD]]?
 +
#Do you have have **at least 2 rocket interceptors** from this event or from ranking?
 +
#Do you have a way to achieve 1365 Air power with 3 land base groups set to Air Defense? (rank your Rocket interceptors and calculate the bonus they provide before hand)
 +
#Do you have decent amount of foreign ships left over that come from Italy, Germany, America, or Britain?
 +
 +
* If you said said to all of the above, you may be more than ready to tackle E-3.
 +
* If you for some reason said no to question 3 specifically, you can forget about Hard mode, and Normal difficulty may also be questionable due to the lack of Rocket Interceptors you own. You may have to consider only easy so you can earn another Rocket Interceptor to help give you edge in future event.
 +
* If you cannot successfully achieve question 4, you may want to question about doing hard more, but it may be still possible to beat, but you will need to skip the final debuff step. Also waiting till Friend Fleets arrive could also help.
 +
 +
===Key Ships to consider===
 +
 +
For E-3 any ship that hails from Italy, Germany, America, or Britain are consider useful for this map. As they will all have useful bonuses which are further listed below. Do note that if you complete the debuff requirements you the affects will stack even further. Below is a list of some ships you should consider preserving for E-3 if possible:
 +
 +
* [[Nelson]] - Her Special attack the "Nelson Touch" will be key assest to helping clear out most of the key nodes and boss fights on this map along with her bonus. If you own her, she a must for this map.
 +
* [[Garibaldi]] or [[Duca degli Abruzzi]] - Both of them have a good damage bonus and being 4 slot CLs make them useful for both combat and anti-installation combat all together.
 +
* [[Johnston]] and [[Fletcher]] - Useful mainly for the final segments of the event, since they have high luck, a good bonus, and can TCI efficiently. They can also provide help for Node F if you let them take up an ASW role in between.
 +
* [[Iowa]] - Over all the strongest combat BB in the American group. She can get good damage off with her bonus on this map.
 +
* [[Colorado]] - While weaker to Iowa, she can be efficient to this map, however avoid using her special ability if possible because it has too much risk with litle rewarding results.
 +
* [[Saratoga]] and [[Intrepid]]- High Bonus CV that will be helpful in general
 +
* [[Ark Royal]] If you didn't use her on E-2, she can be useful for this map as well.
 +
* [[Zara]]- Can be good for day battle combat and battling installations, along with her bonus she can provide decent results.
 +
* [[Prinz Eugen]] - More useful for the final segments of the event,  since she has high luck, a good bonus, and can TCI efficiently.
 +
* [[Jervis]] - Overall the strongest of the TCI units that come with a bonus on this map. If you didn't use her on E-2, she will be a powerful asset for E-3's final boss fight.
 +
 +
===LBAS Key Notes===
 
LBAS:
 
LBAS:
 
*You have access to all 3 LBAS bases.
 
*You have access to all 3 LBAS bases.

Revision as of 15:36, 19 September 2019

Sandbox Rules

This sandbox is to be used to construct an event guide for the above mentioned event map. These guides are to all of the following requirements:

  • List of branching unlocking requirements (If there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question)
  • A list of working compositions that work: (These must have possible alternatives for players who may or may not have all ships needed for a specific path)
  • The Path said composition will take (To explain what path the composition will take)
  • A summary or description of what kind of obstacles a composition will face.
  • A description of the boss node, what it consist and a descriptive guide on what the player should consider for a course of action to successfully win the battle.
  • (Optional) Tips to farm to take path to collect certain ships (This will also require a composition, path, and possible description.

Editors are to construct thier own version of thier guide and complete them in a timely fashion.

No other editors are to allowed to edit over other editor's work without the full consent of the editor and his approval to do so.

Several version will be constructed through this page and will be reviewed and approved by the staff/ collaboration committee before being moved for the Event Page Sandbox which it'll be reviewed and updated once more before it can be released.

Overall there will be 3 version of the guide that will be constructed which will include:

  • Preliminary Guide
  • Polished Guide
  • Finalized Guide

With each approval of each version the guide, the said guide will be updated to the main page and construction of the next version will begin.

All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.

Generic Guide 101

E-3 is not a difficult map (merely tedious), and the shiplock only applies on Hard Difficulty. Nevertheless, there are multiple phases to the map that must be tackled sequentially.

Preparing for E-3

E-3 will require you to be well prepared in terms of Interceptor equipment, anti-installation equipment and specific ships that will help you turn the tides of battle more easily for the higher difficulties. Below is a list of important questions you may want to ask yourself prior to deciding upon what difficulty to challenge yourself with.

  1. Do you have plenty of anti-installation equipment that includes Type 3 Shells, AP Shellss, Type 2 Ka-Mi Tank, Daihatsu, Daihatsu with Type 89 Tanks, Shipborne Model Type 4 20cm Anti-ground Rocket Launcher?
  2. Do you have more rare anti-installation equipment such as the Toku Daihatsu Landing Craft + 11th Tank Regiment amd M4A1 DD?
  3. Do you have have **at least 2 rocket interceptors** from this event or from ranking?
  4. Do you have a way to achieve 1365 Air power with 3 land base groups set to Air Defense? (rank your Rocket interceptors and calculate the bonus they provide before hand)
  5. Do you have decent amount of foreign ships left over that come from Italy, Germany, America, or Britain?
  • If you said said to all of the above, you may be more than ready to tackle E-3.
  • If you for some reason said no to question 3 specifically, you can forget about Hard mode, and Normal difficulty may also be questionable due to the lack of Rocket Interceptors you own. You may have to consider only easy so you can earn another Rocket Interceptor to help give you edge in future event.
  • If you cannot successfully achieve question 4, you may want to question about doing hard more, but it may be still possible to beat, but you will need to skip the final debuff step. Also waiting till Friend Fleets arrive could also help.

Key Ships to consider

For E-3 any ship that hails from Italy, Germany, America, or Britain are consider useful for this map. As they will all have useful bonuses which are further listed below. Do note that if you complete the debuff requirements you the affects will stack even further. Below is a list of some ships you should consider preserving for E-3 if possible:

  • Nelson - Her Special attack the "Nelson Touch" will be key assest to helping clear out most of the key nodes and boss fights on this map along with her bonus. If you own her, she a must for this map.
  • Garibaldi or Duca degli Abruzzi - Both of them have a good damage bonus and being 4 slot CLs make them useful for both combat and anti-installation combat all together.
  • Johnston and Fletcher - Useful mainly for the final segments of the event, since they have high luck, a good bonus, and can TCI efficiently. They can also provide help for Node F if you let them take up an ASW role in between.
  • Iowa - Over all the strongest combat BB in the American group. She can get good damage off with her bonus on this map.
  • Colorado - While weaker to Iowa, she can be efficient to this map, however avoid using her special ability if possible because it has too much risk with litle rewarding results.
  • Saratoga and Intrepid- High Bonus CV that will be helpful in general
  • Ark Royal If you didn't use her on E-2, she can be useful for this map as well.
  • Zara- Can be good for day battle combat and battling installations, along with her bonus she can provide decent results.
  • Prinz Eugen - More useful for the final segments of the event, since she has high luck, a good bonus, and can TCI efficiently.
  • Jervis - Overall the strongest of the TCI units that come with a bonus on this map. If you didn't use her on E-2, she will be a powerful asset for E-3's final boss fight.

LBAS Key Notes

LBAS:

  • You have access to all 3 LBAS bases.
  • The range to the P1 boss (Node J) is 8.
  • The range to the P2 boss (Node U) is 7.
  • The range to Nodes O & T (required for unlocks) is 8.
  • The range to Node F (New Submarine Hime node) is 4.

Ship Bonuses

  • Mapwide:
    • German, Italian, US: 1.1x
    • British: 1.15x
  • Node J
    • German, US: 1.1x
    • Italian: 1.2x
    • British: 1.25x
  • Node U (Boss)
    • German - 1.1x
    • Italian - 1.15x
    • US - 1.25x
    • British - 1.3x
  • Node U (Boss) - Second Start Point Unlocked
  • Node U (Boss) - Second Start Point Unlocked & Last Dance Debuff (vs Anzio & Anchorage Hime only)

Part 1: Destroying Anchorage Water Demon (Vacation Mode)

The most straightforward phase of the map. A Fast Surface Task Force with 2FBB and no CVs (CVL allowed, but no more than 3 BBs+CVLs) or Single Fleet (no speed and Ship Restrictions) will give you the fastest route to the boss. The enemy Main Fleet features PT-Imp Packs. While their ending torps don't pose a threat in this configuration, they are considerable tanks.

  • Route: A-F-I-J
  • Nelson, if used (ideally with an RE slot), will require a speed boost set-up (turbine+boiler).
    • Nelson Touch may be used to help with pre-boss clear rate at Node I, or to clear the boss fleet at Node J. Pick your poison.
  • LBAS: 4 bombers on 2 bases to boss (Node J), 4 ASW (ideally Toukai) on 1 Base to node F to help with pass rate.
  • Anchorage Summer Hime is weak against T3 Shell (1.45x), M4A1 DD from Summer E2H
    • High Firepower Daihatsu-Capable DDs with DA set-up and/or AVs with M4A1 DD anti-installation set-up can 'nuke' and kill Anchorage Hime with ease.

  • Route: A-B-F-I-J
  • There are no restrictions on the ships that you can take, so you can go as heavy as you want. There are also no Speed Restrictions
  • The general idea is to go 3BB 3CV, ideally with Nelson as Flagship
    • Setting up the CV in a way that they cannot target Installations while giving them 2 Divebombers will allow them to deal massive damage to the Anchorage Water Demon while ignoring 3 other targets of the main fleet.
    • This approach however will cost you more bauxite (and planeranks) as you are taking a sizeable ammount of bombers against heavy Anti-Air
  • Nelson Touch should be used to help with pre-boss clear rate at Node I. You can use it at the boss aswell, but it can trigger prematurly on the Escort Fleet which a heavy fleet like this should have no problems clearing out on their own
  • LBAS: 4 bombers on 2 bases to boss (Node J), 4 ASW (ideally Toukai) on 1 Base to node F to help with pass rate.
    • Since you are using a single Fleet, you are elegible to use Vanguard Formation on Node F

Part 2: Unlocking the Second Boss Node (U)

  • A rank Node O Twice
    • Route: A-F-G-M-N-O
  • Use the Carrier Task Force fleet for this unlock. The main routing requirement is having less or equal 4 (F)BB(V)+CV(B/L)
    • Alternatively, it is possible to use a Surface Task Force which will help you dealing with the preboss-nodes. You might consider bringing Ise Kai 2 to augment your Fighterpower
    • Have a DD set for PT Imp killer in Escort
    • Only A rank needed so load up with Anti-Installation equipment to kill off the Installation to secure an A rank.
      • If using Nelson, consider incorporating Anti-Installation attacks into her Touch. (for example using Nisshin or Commandant Teste)
    • CA Hime does not need to die so focus on killing everyone else to secure the A-rank
  • S rank Node E Once
    • Route: A-B-D-E
    • Use Single Fleet to reach node E
    • Recommended Fleet: 3 BB, 2 CV, 1 DD
      • Usage of Nelson is recommended as her Touch will make node E easier
  • S rank Node K once
    • Route: A-F-G-M-L-K
    • Use a STF with less or equal 4 (F)BB(V)+CV(B/L)
      • A STF will be able to dedicate the whole Escort Fleet to ASW to pass F-Node as they are unlikely to engage enemies after the main fleet in daytime shelling on the nodes present.
  • The node is easy enough for you to S rank without a problem once you get there, especially considering that BB Hime takes extra damage from LBAA
  • Obtain 2 AS land base defense
    • Set-Up All 3 of your land base with Interceptors, Land Base Fighters, and any good fighter to get AS
    • Sortie a submarine fleet to the map to save resources until the air raids trigger
    • Be aware that you need Rocket Interceptors against High-Altitude Air Raids ((Insert Table with Rocket Interceptor Multipliers here))

Part 3: Unlocking the Second Start Point

  • AS Land Base Defense
    • The same points as in Phase 2 apply here
  • AS at Node D
    • Route: A-B-D
    • Sortie a single fleet with 320+ Fighter Power to the Node
  • A rank at node T twice, and AS node N
    • Route: A-F-G-N-T
    • Fleet Recommendation: 2CV, 1 BB,3 SSV + 1 Cl, 2 DD, 1 CLT, 3 SS
      • Use of Taigei is also acceptable
      • Have your SSV in the main fleet carry SPF to help secure enough Fighter Power for AS
      • This composition will allow you to get to node T for an A-rank but also AS Node N along the way
  • A rank the boss node twice, and AS Node R
    • Route: A-F-G-M-L-K-R-U
    • This route will force you to incurred some ammo penalty when you reached the boss
    • Fleet Recommendation: 2BB, 1-2AV, 2CV, 0-1 CL/CA + 1 CL, 2 CA, 1 CLT, 2 DD
      • The CL in the main fleet if the use should be set up to'nuke' the installation such as Supply Depot Hime
      • Make sure your fighter power is about 380+ to both AS the boss and node R
  • Once completed, all ships will get an additional 1.07x damage modifer against the boss fleet in Node U.

Part 4: Chip Anzio Hime until LD Range

  • Make use of CTF fleet after you finished with
  • Route: D-F-G-M-L-K-R-U
    • Recommended Fleet: 2 BB, 2 CV, 1-2 AV, 0-1 CL + 1 CL, 2-3 DD, 2 CA, 0-1 CLT
  • Set up your fleet so that you can use Nelson Touch with AV in 3rd slot and CL in 5th slot for touch
    • Have your AV and CL run with SPF, wg42, Kami Tank, Marine Daihatsu
  • Land Base Recommendation
    • Base 1: Range 7 Fighter, 3 LBAA Bombers
    • Base 2: Range 7 Fighter, 3 LBAA Bombers
    • Base 3: 4x Toukai or how much anti Sub planes you can use
      • You are sending this base to Node F to deal with New Submarine Hime

Part 5: Debuffing the Boss (once HP bar is within LD range ONLY)

  • Note For Hard Mode, make sure your land base value to be at least 1365 for defense.
    • Also take into account that your FP will be penalised against the new bombers if you have any fewer than 2 jet interceptors in your LBAS.
    • With 2 jet interceptors, there is a slight bonus 1.1x multiplier instead.
    • If your land base total Fighter Power for defense is below this value, ignore this debuff
    • Hardest Air Raids locked in LD


  • S rank Node E once:
    • It's the same fleet you use in Part 2 to Unlock node U
  • A rank Node J once:
    • Sortie a Single Fleet of 3BB, 3CV to Node J
    • If use Nelson Touch, use the Touch skill at Node I to make passing that node easier due to CV Hime
  • A rank Node O and AS node H
    • Sortie an STF with 4 BB 1 CV, 1 XX + 1 CL, 2 DD, 3 XX to Node O
    • You can recycle the same fleet you use for Node O when you were doing the unlocking for Node U
  • E-3 debuffs Mods
    • German - 1.1x
    • Italian - 1.15x
    • US - 1.25x
    • British - 1.3x
    • Shortcut Mod - 1.07x
    • 1.15x (vs Anzio Princess and Anchorage Water Demon only)